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Early Modernity and Video Games
  • Language: en
  • Pages: 265

Early Modernity and Video Games

We cannot think of modern society without also thinking of video games. And we cannot think of video games without thinking of history either. Games that deal with history are sold in ever-increasing numbers, striving to create increasingly lively images of things past. For the science of history, this means that the presentation of historical content in such games has to be questioned, as well as the conceptions of history they embody. How do games create the feeling that they portray a past acceptable to their players? Do these popular representations of history intersect with academic narratives, or not? While a considerable body of work on similar questions already exists, both for medie...

Mental Health | Atmospheres | Video Games
  • Language: en
  • Pages: 275

Mental Health | Atmospheres | Video Games

Gaming has never been disconnected from reality. When we engage with ever more lavish virtual worlds, something happens to us. The game imposes itself on us and influences how we feel about it, the world, and ourselves. How do games accomplish this and to what end? The contributors explore the video game as an atmospheric medium of hitherto unimagined potential. Is the medium too powerful, too influential? A danger to our mental health or an ally through even the darkest of times? This volume compiles papers from the Young Academics Workshop at the Clash of Realities conferences of 2019 and 2020 to provide answers to these questions.

Who Is the Doctor
  • Language: en
  • Pages: 559

Who Is the Doctor

  • Type: Book
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  • Published: 2012-04-01
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  • Publisher: ECW/ORIM

“A joyful celebration of fan love. Unofficial episode guides don’t come much more engaging than this” (Benjamin Cook, co-author of Doctor Who: The Writer’s Tale). Doctor Who was already the world’s longest-running science fiction series when it returned in 2005 to huge success. Enormously popular, the BBC show encompasses multiple other genres, from horror to comedy to action and historical adventure, and is loved for its uniquely British wit and clever scripting. Its hero, its monsters, and even its theme song have become pop culture icons. In this volume covering six seasons of the new series, two Doctor Who experts provide insights into everything from the history of the show, including Daleks, Cybermen, and the eight Classic Series Doctors, to a detailed episode guide. As Neil Gaiman complained to the authors, “I have just lost four hours to your blasted book. And I only meant to glance at it.” Allons-y!

›Assassin’s Creed‹ in the Classroom
  • Language: en
  • Pages: 266

›Assassin’s Creed‹ in the Classroom

The open world role-playing Assassin’s Creed video game series is one of the most successful series of all time, praised for its in-depth use of historical characters and events, compelling graphics, and addictive gameplay. Assassin’s Creed games offer up the possibility of exploring history, mythology, and heritage immersively, graphically, and imaginatively. This collection of essays by architects archaeologists and historiansexplores the learning opportunities of playing, modifying, and extending the games in the classroom, on location, in the architectural studio, and in a museum.

Computer Games As Landscape Art
  • Language: en
  • Pages: 207

Computer Games As Landscape Art

This book proposes that computer games are the paradigmatic form of contemporary landscape and offers a synthesis of art history, geography, game studies and play. Like paint on canvas, the game engine is taken as the underlying medium, and using the Valve Source Engine as the primary case study, it analyses landscapes according to the technical, economic and cultural features this medium affords. It presents the single-player first-person shooter (Half-Life 2) as a Promethean safari, examines how the economics of gambling and product placement shaped the eSports landscapes of Counter-Strike and reveals how sandboxes such as Garry’s Mod visualise the radical landscape of Web 2.0. This book explores how our relationship to the environment is changing, how we express this through computer games and how we can move beyond examining artistic influences on games to examining how historical connections flow through games and the history of landscape images.

National Union Catalog
  • Language: en
  • Pages: 1032

National Union Catalog

  • Type: Book
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  • Published: 1983
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  • Publisher: Unknown

Includes entries for maps and atlases.

Library of Congress Catalogs
  • Language: en
  • Pages: 740

Library of Congress Catalogs

  • Type: Book
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  • Published: Unknown
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  • Publisher: Unknown

None

Kant for Children
  • Language: en
  • Pages: 162

Kant for Children

Salomo Friedlaender was a prolific German-Jewish philosopher, poet, and satirist. His Kant for Children is intended to help young people learn about Immanuel Kant’s philosophy. Friedlaender writes, “Morality is inherent in us organically. But its abstract formula should be imprinted on schoolchildren.” Published in 1924, 200 years after Kant’s birth, the book sparked interest in some quarters, attracting the attention of the first Newbery Award winner, Hendrik Willem van Loon, who corresponded with Friedlaender in 1933 requesting an English translation. That didn’t happen. This is the first English translation of the book. During the National Socialist period, Kant for Children tro...

Monographic Series
  • Language: en
  • Pages: 740

Monographic Series

  • Type: Book
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  • Published: Unknown
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  • Publisher: Unknown

None

Intimations of Nostalgia
  • Language: en
  • Pages: 262

Intimations of Nostalgia

  • Type: Book
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  • Published: 2021-11-05
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  • Publisher: Policy Press

This volume investigates the relationship between nostalgia and contemporary social issues. From history and political theory to marketing and media, each chapter discusses the way nostalgia has been presented within a specific disciplinary context and shows how nostalgia as a topic of research has evolved over time.